Thrall: A golem. Watch yourselves, my brethren. Those creatures do not sleep at night.

The Prophet: Greetings, son of Durotan. I knew you’d find your way.

Thrall: It was you I saw in the vision. Who are you? How do you know me?

The Prophet: I know many things, young warchief, about you and your people. My identity at this time, is unimportant. What is important is that you rally your people and leave these shores immediately.

Thrall: Leave? What’s this all about, human?

The Prophet: Human? I left my humanity behind long ago. I am something … different now. Know that I have seen the future and beheld the great burning shadow that is coming to consume this world. You sense it as well, don’t you?

Thrall: The demons … are returning.

The Prophet: Yes. And only by leading your people across the sea, to the distant lands of Kalimdor, will you have a chance to stand against them!

Thrall: But how could we—

The Prophet: I will answer all of your questions in time, young warchief. For now, rally your warriors and prepare to leave this land. We will speak again.

Thrall: None of this makes sense, but the spirits tell me … that I should trust him.

As Thrall and his companions set out for Kalimdor in their fleet of stolen ships they are beset in the open seas by a sudden, fierce storm. To prevent the ships from taking a heavy pounding, Thrall orders the fleet to seek shelter in the cove of a nearby remote island.

Thrall: It was lucky we happened onto this cove. I don’t think our ships would have held out much longer in that storm.

Grunt: Warchief, half of the ships are missing, and the rest are badly damaged.

Thrall: We had better get settled then. We may be on this island for awhile.

Sen’jin: Good luck, my friend! I got important matters to tend to, but I be seein’ you soon.

MAIN QUEST
Human Outpost
– Destroy the Human Outpost

The existence of a Human Outpost on the island poses an immediate threat to you and your warriors. You must destroy the outpost before they can prepare a massive assault.

Troll: Hey, ‘mon. Sen’jin told me you would help us get rid of the Humans. You know, this fountain once healed whoever drank from it. But strange gases from under the ground befouled the water. With a few ingredients, Sen’jin could make a purifying potion. Maybe you can help.

OPTIONAL QUEST
Defiled Fountain
– Obtain the Vine of Purification
– Obtain the Seed of Expulsion
– Return both items to the Fountain

The Fountain of Health once healed anyone who drank from it, but lately the water has become foul. You must retrieve the Vine of Purification and the Seed of Expulsion and bring them back to the Fountain so Sen’jin can concoct a purifying potion.

Vine of Purification: Troll legends speak of the cleansing power derived from the berries that grow on this rare vine. (This Vine hums with energy)

Seed of Expulsion: Only the most gifted Witch Doctors possess the skills necessary to produce oil from this uncommon seed. Once extracted, the oil is capable of expelling harmful properties.

Footman: Hey, it’s the orcs that stole the ships from mainland. Send the reinforcements.

Thrall finds himself in an underground lair, held prisoner by the murlocs and separated from his companions.

Thrall: I wonder what these strange fish-creatures want with us?

Troll Headhunter: The murlocs used to be peaceful, but lately they been catchin’ us and usin’ us for sacrifices.

Thrall: Sacrifices? To what?

Troll Headhunter: A long time ago, they started worshipin’ some witch. They say she lives under the ocean, and if they don’t make the sacrifices, she’ll destroy this island.

Thrall: Well, someone should have told them that orcs don’t scare that easily. Now, let’s get out of here!

MAIN QUEST
The Great Escape
– Rescue 10 Prisoners

Murlocs have captured several of your companions, as well as the native Trolls. You must free the prisoners before making your way back to the surface.

NOTICE: Thrall’s Far Sight spell is not available for use in underground caverns.

HINT – Attack prison gates to destroy them and free prisoners.

Grunt: Trom-Ka, Warchief!

Troll Headhunter: Thanks ‘mon, I thought I’d be death for sure.

Footman: This is our chance! Let’s make a break for it.

Footman: Keep fighting them. We’re almost there!

Note: Various Human Expedition footmen and Dwarven Riflemen escape their prisons and clash against Murlocs. If you decide not to join the fight, the Murlocs overrun the Alliance survivors anyway. Just run past them, or get experience by attacking.

Grunt: I knew you’d find us warchief.

Along the way through the Underworld Caverns, Thrall finds Human corpses.

Thrall: This humans must have put up a fight. Too bad it wasn’t enough.

Shaman: I dedicate my power to the Horde!

Troll Headhunter: Hey, ‘chiefman. It looks like there be a passageway here. Maybe we find a way out.

Thrall: Let’s see if we could break through this boulders.

Note: Nearing where the Murlocs have Sen’jin ready for sacrifice … Thrall rescues the last three prisoners.

Grunt: I believe we are no longer welcome in this place, warchief.

Grunt: Warchief, Sen’jin was just taken away by the fish-creatures! I tried to stop them, but there were too many. They said he is to be sacrificed to their witch!

Thrall: Then we have no time to lose! Sen’jin must be freed!

Shaman: Warchief. I sense a protective shield around the sorcerer. I believe these three fish-creatures are helping maintain it.

Murloc Sorcerer: Pathetic fools! You will not stop us from receiving what has been promised.

Note: The Murloc Sorcerer slashes his sword through Sen’jin offering this sacrifice to their witch goddess. Sen’jin drops to the ground.

Thrall: Sen’jin!

Murloc Sorcerer: Don’t despair. You’ll soon be joining him!

MAIN QUEST
The Ritual
– Kill the Murloc Sorcerer

You must kill the Murloc Sorcerer who holds Sen’jin captive.

Sen’jin: The vision told me you would lead my people off this island.

Note: The foundations of the cave start to quake.

Sen’jin: You don’t have much time, young one. Go!

Thrall: But you and your people are coming with us!

Sen’jin: It be too late. I’m already gone.

Thrall: Those of you who wish to follow me will face many dangers. It will not be easy. But if you wish to join us, you’re welcome.

Troll Headhunter: Yah, mon, pretty soon there be nothing left here anyway. We come with you.

Sea Witch: Make peace with your gods, land-dwellers! You cannot escape the currents of death so easily!

Grunt: Where is that voice coming from?

Thrall: I don’t know, but we have no time to waste. This cave is about to collapse!

Recent orc uprisings in southern Lordaeron have forced the Alliance to take decisive measures. To contain the orcish threat, King Terenas has sent two of the realm’s greatest paladins – his son, Prince Arthas, and the legendary Uther the Lightbringer – to deal with the orcs once and for all.

Three days later in Alterac, Arthas and his men wait near a crossroads along the King’s Road.

HINT – Use Jaina’s Summon Water Elemental spell to summon a water elemental unit.

Stacie: Prince Arthas! There’s something amiss at the bridge ahead!

Marie Claire Antoinette: Look! It’s Prince Arthas.

Garglemel: Milord! If this is about taxes, I can explain!

Achilles: Milord, someone has destroyed the bridge from the far side of the river! There is another way to cross, but it is not as safe as it used to be.

Bandit: Slaughter them all!

Villager: Bandits! Run!

Bandit: Sack the town!

Villager: Save us!

Arthas and Jaina bravely engaged the bandits, saving the populace of the town.

Villager: Oh, thanks so much! I have a reward for you.

NEW ITEM RECEIVED – Potion of Greater Healing.

Alric: Milord, there is an ancient fountain shrine nearby. Legends say that its holy waters can restore health and heal grievous wounds.

Arthas: That could prove to be useful indeed.

Arthas, Jaina and the Lordaeron footmen fought murlocs on their way through the river. Dangers abroad, they also found a bandit camp. Once reaching the other side of the river, they were surprised by skeleton archers.

Arthas and Jaina found local footmen attempting to save as many villagers as possible from the invasion of skeletons. The heroes joined their fight to defend the village. The swarm of undead skeleton archers was destroyed, leaving Arthas with the concern of what they were.

Arthas: What were those creatures, Sergeant?

Sergeant: Undead, milord! This whole village has gone mad! We did our best to defend the villagers, but—

Arthas: We’ll get to the bottom of this.

HINT – Your Footmen now have the Defend skill. Use it for better protection against ranged attacks.

HINT – Arthas may use the Holy Light spell to damage the Undead.

Arthas: This must be the shrine that the old man spoke of. Any man who drinks from these Light-blessed waters will be healed.

HINT – Move wounded units close to the fountain of Health and they will heal more quickly.

Priest: Greetings. We are priests from Quel’Thalas. We’ve come to help heal the land of this strange curse.

Jaina: As always, the generosity of the elves is greatly appreciated.

Priest: You should know that there is a granary warehouse at the far end of this village. This evil blight may be evident there as well.

Arthas: We’ll check it out.

NEW UNIT ACQUIREDPriest – Supporting spellcaster. Can initially cast heal., which increases the life of wounded units. Can also learn Dispel Magic and Inner Fire.

While investigating the area, Arthas found a Mortar Team fighting for their lifes against Undead Skeletons. Arthas and Jaina saved them from becoming overwhelmed by the vast undead forces. In gratefulness, they joined Arthas.

Muradin Bronzebeard: I’ve come across a few mercenary camps up here. Perhaps we can hire a few of them?

Arthas: Damn Uther for forcing me to do this!

HINT – Use your mercenaries with ranged attacks or Muradin’s Storm Bolt ability to sink the nearby ship.
Arthas: Very good! But there are still more ships to deal with!

HINT – Attack the trees ahead with your Mortar Teams to clear a path.

HINT – To clear a path, destroy the trees in the canyon below with Goblin Sappers.

HINT – Some mercenaries have the Ensnare ability. Use Ensnare to bring the flying beasts to the ground.

Arthas: Well done! Only one ship remains!

MAIN QUEST COMPLETED
Burn the Boats

Note: Arthas lies to his men when they arrive, and betrays the mercenaries that helped him kill Undead Scourge and Nerubians in order to reach and destroy the ships so that his recalled troops couldn’t leave Northrend.

The Frostmourne sword snaps out of its crystal case abruptly, as crystal shards exploded in all directions. One such crystal shard stroke Muradin, killing him instantly. The cursed sword levitated high above, then landed on Arthas’ hand.

After taking his vengeance upon Mal’Ganis, Prince Arthas wandered off into the frozen wastelands of Northrend.

Tormented by Frostmourne’s maddening voice, Arthas lost the last vestiges of his sanity.

Now, driven by the sword’s dark will, Arthas plans to return home to Lordaeron and claim his just reward …

Human Alliance
Relatively speaking, Humanity is one of the youngest races of the world. Unlike Elves and Dwarves, Humans live brief lives full of change and strife. Thus, Humanity pushes itself to achieve great heights in empire-building, technology, and magical study. It is for this reason that Human kingdoms have expanded so drastically in such short periods of time. Overall, Humanity values virtue and honor and seeks only to safeguard itself against the forces of darkness. Aided by the Holy Light, Humanity has fought the hardest and suffered the most during the war against the Orcish Hordes.

Orcish Horde
The savage, green-skinned Orcs are one of the most prolific races of the Warcraft world. Born on the hellish world of Draenor, the Orcs were brought into the kingdom of Azeroth through the dimensional gateway known as the Dark Portal and forced to make war upon the Humans. The Orcs are typically believed to be brutal and mindless, possessing no humanity or empathy for other races. Although few are aware of it, the Orcs once cultivated a noble, Shamanistic society on the world of Draenor. Yet the proud Orc clans were corrupted by the Burning Legion and used as pawns in the Legion’s invasion of Azeroth. In recent years the Orcs have begun to release themselves from the Demons’ corruption, and rekindle their ancient, noble traditions.

Night Elves Sentinels
The reclusive Night Elves were the first race to awaken in the World of Warcraft. These shadowy, immortal beings were the first to study magic and let it loose throughout the world nearly ten thousand years before Warcraft I. The Night Elves’ reckless use of magic drew the Burning Legion into the world and led to a catastrophic war between the two titanic races. The Night Elves barely managed to banish the Legion from the world, but their wondrous homeland was shattered and drowned by the sea. Ever since, the Night Elves refused to use magic for fear that the dreaded Legion would return. The Night Elves closed themselves off from the rest of the world and remained hidden atop their holy mountain of Hyjal for many thousands of years. As a race, Night Elves are typically honorable and just, but they are very distrusting of the ‘lesser races’ of the world. They are nocturnal by nature and their shadowy powers often elicit the same distrust that they have for their mortal neighbors.

Undead Scourge
The horrifying Undead army called the Scourge consists of thousands of walking corpses, disembodied spirits, damned mortal men and insidious extra-dimensional entities. The Scourge was created by the Burning Legion for the sole purpose of sewing terror across the world in anticipation of the Legion’s inevitable invasion. The Undead are ruled by Ner’zhul, the Lich King, who lords over the icy realm of Northrend from his frozen throne. Ner’zhul commands the terrible plague of undeath which he sends ever southward into the human lands. As the plague encroaches on the southlands, more and more humans fall prey to Ner’zhul’s mental control and life-draining sickness every day. In this way, Ner’zhul has swelled the ranks of the already considerable Scourge. Though Ner’zhul and his Undead Scourge are bound to the will of the Burning Legion, the Lich King constantly strives to free himself and gain vengeance upon the demons for damning him so completely.

It has been nearly fifteen years since the war between the orcs and humans ended. An uneasy peace settled over the land while, for years, the drums of war were silent. Yet the kingdoms of men grew complacent in their victory – and slowly, the defeated orcish clans regrouped under the banner of a new visionary leader.

Now a darker shadow has fallen over the world, threatening to extinguish all life – all hope. The drums of war play upon the winds once again – rising urgently towards the inevitable hour when the skies will rain fire – and the world will tremble before the coming of the Burning Legion.

The Day of Judgment has come..

Game Features:

Four Unique Races armed with distinctive units, magical abilities, and weapons of war.

Two nations of warriors new to the Warcraft Universe; the plague-ridden Undead and the mysterious Night Elves.

Brilliant three-dimensional graphics powered by Blizzard’s own 3D engine, which offers support for multiple resolutions and customizable detail settings.

Build Legendary Heroes, whose ability to advance in levels and learn new spells and abilities makes them the core of each race’s force.

Heroes can use Special Items and Equipment dropped by Neutral Units or purchased from Neutral Buildings to turn the tide of battle.

Neutral Buildings, accessible by each race’s Heroes, offer a variety of wondrous magic items and fearsome mercenary units—all for a price.

Neutral Units inhabit the world of Azeroth and impede the unwarry but yield precious treasure when defeated in combat.

Full Multiplayer support, including Internet play over Battle.net®.

New Multiplayer Features including shared unit control and resource trading between players.

Improved Battle.net Features including improved ladder support.

Advanced World Editor design tools allow players to create their own maps and customize many aspects of the game.